Power Value: Difference between revisions

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The following actions affect the MC's Power Value.
These factors determine the Power Value of the MC's [[Factions|Faction]].  


Note: bonuses are cumulative, so for example 25 Soldiers will give you +4 from the number of soldiers in total, not just +2 for having 25.


* '''Slaves with a Melee ''and'' Ranged skill above 24:''' +1/slave.
=== Military might ===
* '''Most non-child NPCs assigned to your household:''' +1-3/NPC.
NPCs count as '''Soldiers''' rather than '''Civilians''' when they have [[Skills (NPCs)#Melee Combat|Melee]] or [[Skills (NPCs)#Ranged Combat|Ranged]] skill above 39.
* '''Guard-assigned adult children:''' +1/child.


The MC counts as a Soldier when he has [[The Player#Melee Combat|Melee]] or [[The Player#Ranged Combat|Ranged]] skill above 49. 


===Influence and cash based===
The MC also counts directly towards PV himself if he has Melee or Ranged skill above 49.
* '''Influence 600+:''' +1.
* 10+ Soldiers: '''+1'''
* '''Influence 1500+:''' +1.
* 15+ Soldiers: '''+1'''
* '''Influence 2500+:''' +1.
* 25+ Soldiers: '''+2'''
* '''Influence 5000+:''' +1.
* 50+ Soldiers: '''+3'''
* '''Influence 10000+:''' +1.
* 75+ Soldiers: '''+4'''
* '''Influence 25000+:''' +1.
* Medium and high-tier mercenaries: '''+1-3/NPC'''
* '''Influence 50000+:''' +2.
*MC with Melee or Ranged skill above 49: '''+1'''
*HULC suits owned: '''+1 per'''


* '''Cash 40,000+:''' +1.
===Influence===
* '''Cash 70,000+:''' +1.
* [[Influence]] 600+: '''+1'''
* '''Cash 120,000+:''' +1.
* [[Influence]] 1,500+: '''+1'''
* '''Cash 500,000+:''' +1.
* [[Influence]] 2,500+: '''+1'''
* [[Influence]] 5,000+: '''+1'''
* [[Influence]] 10,000+: '''+1'''
* [[Influence]] 25,000+: '''+1'''
* [[Influence]] 50,000+: '''+2'''
* [[Influence]] 75,000+: '''+1'''
* [[Influence]] 100,000+: '''+1'''
* [[Influence]] 150,000+: '''+1'''
* [[Influence]] 200,000+: '''+2'''


* '''Owning The Retreat:''' +3.
=== Money ===
* Cash 40,000+: '''+1'''
* Cash 70,000+: '''+1'''
* Cash 120,000+: '''+1'''
* Cash 500,000+: '''+1'''
* Cash 1,000,000+: '''+1'''
* Cash 10,000,000+: '''+1'''
* Cash 100,000,000+: '''+2'''


===Event based===
===Events===
* '''Completing Kymanto questline (Chapter 2):''' +1.
* Completing [[Kymanto Hall|Kymanto]] [[Quests#Main quests|questline]] (Chapter 2): '''+1'''
* '''Completing Walton's Guns questline:''' +1.
* Completing [[Walton's Smithery|Walton's Guns]] [[Quests#Vendor quests|questline]]: '''+1'''
 
=== Property Development ===
 
* Building a [[Workshop]] on an [[External Plots|External Plot]] (not inside your home compound): '''+2'''
* Building a [[Taverns|Tavern]] on an [[External Plots|External Plot]]: '''+2'''
 
===Business Power (from investments)===
Investments increase Business Power:
 
* [[Business power|Business Power]] 10+: '''+1'''
* [[Business power|Business Power]] 20+: '''+1'''


===Factions===
===Factions===
Vassalized factions always add their Power Value to the MC's.
[[Vassals|Vassalized]] [[factions]] add 1/3 their Power Value to the MC's.
 
A faction becomes your Vassal if you reach 100 standing with it. At that point they don't just contribute to your faction's Power Value, they can give you money and influence daily.
 
=== Fort Sera ===
Fort Sera adds 100% of its Power Value to your own Power Value, when you formally take over its command. Due to the non-linear way that Soldiers, Wealth and other contributing factors scale, this means that your PV will increase more than if all of the fort's personnel and resources had been incorporated into your own Household. You are deemed more powerful standing separately but together, than as one unit.

Latest revision as of 21:31, 1 June 2024

These factors determine the Power Value of the MC's Faction.

Note: bonuses are cumulative, so for example 25 Soldiers will give you +4 from the number of soldiers in total, not just +2 for having 25.

Military might

NPCs count as Soldiers rather than Civilians when they have Melee or Ranged skill above 39.

The MC counts as a Soldier when he has Melee or Ranged skill above 49.

The MC also counts directly towards PV himself if he has Melee or Ranged skill above 49.

  • 10+ Soldiers: +1
  • 15+ Soldiers: +1
  • 25+ Soldiers: +2
  • 50+ Soldiers: +3
  • 75+ Soldiers: +4
  • Medium and high-tier mercenaries: +1-3/NPC
  • MC with Melee or Ranged skill above 49: +1
  • HULC suits owned: +1 per

Influence

Money

  • Cash 40,000+: +1
  • Cash 70,000+: +1
  • Cash 120,000+: +1
  • Cash 500,000+: +1
  • Cash 1,000,000+: +1
  • Cash 10,000,000+: +1
  • Cash 100,000,000+: +2

Events

Property Development

Business Power (from investments)

Investments increase Business Power:

Factions

Vassalized factions add 1/3 their Power Value to the MC's.

A faction becomes your Vassal if you reach 100 standing with it. At that point they don't just contribute to your faction's Power Value, they can give you money and influence daily.

Fort Sera

Fort Sera adds 100% of its Power Value to your own Power Value, when you formally take over its command. Due to the non-linear way that Soldiers, Wealth and other contributing factors scale, this means that your PV will increase more than if all of the fort's personnel and resources had been incorporated into your own Household. You are deemed more powerful standing separately but together, than as one unit.